make several parts of client state final
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@ -35,7 +35,7 @@ public class ClientState {
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/**
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* The scene on the client
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*/
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public Scene clientScene = new Scene();
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public final Scene clientScene = new Scene();
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/**
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* The client scene wrapper
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@ -50,7 +50,7 @@ public class ClientState {
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/**
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* The synchronization manager on the client
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*/
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public ClientSynchronizationManager clientSynchronizationManager = new ClientSynchronizationManager();
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public final ClientSynchronizationManager clientSynchronizationManager = new ClientSynchronizationManager();
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/**
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* The client network connection
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@ -65,22 +65,22 @@ public class ClientState {
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/**
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* Manages characters on the client
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*/
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public ClientCharacterManager clientCharacterManager = new ClientCharacterManager();
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public final ClientCharacterManager clientCharacterManager = new ClientCharacterManager();
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/**
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* Manages terrain data on client
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*/
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public ClientTerrainManager clientTerrainManager = new ClientTerrainManager();
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public final ClientTerrainManager clientTerrainManager = new ClientTerrainManager();
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/**
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* Manages fluid data on client
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*/
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public ClientFluidManager clientFluidManager = new ClientFluidManager();
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public final ClientFluidManager clientFluidManager = new ClientFluidManager();
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/**
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* Manages block data on client
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*/
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public ClientBlockManager clientBlockManager = new ClientBlockManager();
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public final ClientBlockManager clientBlockManager = new ClientBlockManager();
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/**
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* Terrain cell manager
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@ -95,7 +95,7 @@ public class ClientState {
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/**
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* client level editor data management
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*/
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public ClientLevelEditorData clientLevelEditorData = new ClientLevelEditorData();
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public final ClientLevelEditorData clientLevelEditorData = new ClientLevelEditorData();
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/**
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* client current selected voxel type
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@ -125,7 +125,7 @@ public class ClientState {
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/**
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* client player data
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*/
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public ClientPlayerData clientPlayerData = new ClientPlayerData();
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public final ClientPlayerData clientPlayerData = new ClientPlayerData();
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/**
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* The client side equivalent of this client's entity on the server
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